﻿Shader "Custom/Mask"
{

	SubShader
	{
		Tags{"RenderType" = "Opaque" "Queue" = "Geometry-1"}
		CGINCLUDE
			struct appdata
			{
				float4 vertex:POSITION;
			};

			struct v2f
			{
				float4 pos:SV_POSITION;
			};

			v2f vert(appdata v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				return o;
			}

			half4 frag(v2f i) :SV_Target
			{
				return half4(1,1,0,1);
			}

			ENDCG

			Pass
			{
				ColorMask 0
				ZWrite Off
				Stencil
				{
					Ref 1
					Comp Always
					Pass Replace
				}

				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				ENDCG
			}
	}
}